Hello everyone, and welcome to another exciting edition of Best in Class, where we bring you new class features and archetypes each week. Last time we were here, we were talking about wizards, and while I was writing that article it struck me that I would like do a similar article putting the spotlight on everyone’s other favorite arcane spell-slingers from the core rulebook (unless you like bards): the sorcerer. So let’s take a look at a new bloodline.
New Sorcerer Bloodline
While most of those with hags’ blood in their veins are trained by their hideous progenitors as witches, a few lose connection with their ancestors, and the latent magic in their blood eventually manifests as sorcery. Your unique blood allows you access to powers other sorcerers can only dream of.
Class Skill: Intimidate
Bonus Spells: ray of enfeeblement (3rd), invisibility (5th), clairaudience/clairvoyance (7th), bestow curse (9th), dream (11th), veil (13th), vision (15th), mind blank (17th), enervation (19th).
Bonus Feats: Alertness, Blind-Fight, Combat Casting, Deceitful, Great Fortitude, Intimidating Prowess, Mounted Combat, Skill Focus (Intimidate).
Bloodline Arcana: Whenever you cast a spell of the scrying subschool, double that spell’s range and increase that spell’s saving throw DC by +1. This ability is not cumulative with the Enlarge Spell metamagtic feat, but does stack with the Spell Focus and Greater Spell Focus feats.
Weakening Touch (Su): You can impose a Strength penalty to any living creature by making a melee touch attack. When you successfully touch the target, he must succeed on a Fortitude saving throw (DC 10 + ½ your sorcerer level + your Charisma bonus) or suffer a -2 penalty to his Strength score for 1 minute. For every 2 sorcerer levels you posses beyond 1st, the penalty to the target’s Strength score increases by an additional -1. Multiple instances of this ability do not stack; only the highest penalty is applied. This ability cannot reduce a target’s Strength score below 1. You may use this ability a number of times equal to 3 + your Charisma modifier.
Hideous Visage (Ex): Beginning at 3rd level, your form twists to be more like that of a terrifying hag, with your skin becoming warty, your hair becoming lank and unkempt, and your teeth and nails cracking and yellowing. You gain a bonus equal to ½ your sorcerer level on all Intimidate checks made against creatures who can see you. At 9th level, this bonus increases to your full sorcerer level, and any creature who sees you for the first time in a 24-hour period must succeed on a Will saving throw (DC 10 + ½ your sorcerer level + your Charisma modifier) or suffer a -1 morale penalty to attack and weapon damage rolls made against you for the next 1 minute. This is a mind-affecting fear effect. At 13th level, the penalty for failing this saving throw increases to -2.
Monstrous Form (Ex): At 9th level, you grow larger and misshapen, increasing your size and strength. As a result, you gain a +2 size bonus to your Strength and Constitution scores. While your actual size does not increase, you count as one size category larger for the purposes of squeezing through narrow spaces because of the added bulk. At 17th level, the size bonus to Strength and Constitution increases to a total size bonus of +4 to both ability scores.
Eye of Evil (Sp): Beginning at 15th level, your eyes start to reflect a dangerous dark presence. Three times per day, as a standard action, you can cast your dire gaze upon any single creature within 30 feet. The target must succeed on a Will saving throw (DC 10 + ½ your sorcerer level + your Charisma modifier) or be stunned for 1d6 rounds, as strange nebulous distress and a gnawing sense of impending doom plagues the victim. If you use your eye of evil bloodline power on someone already stunned in this way, the victim must make a Fortitude saving throw (DC 10 + ½ your sorcerer level + your Charisma modifier) or be turned to stone. Each day that passes, the petrified victim must make a Fortitude save with the same DC, or remain petrified for another day. A creature that fails its save for 10 days no longer receives a daily saving throw, and will remain petrified until he receives the benefit of a stone to flesh spell or similar effect. This is a mind-affecting fear effect.
Soul Stone (Su): At 20th level, you can create a special stone from any ordinary rock, which you empower with your arcane energy. As long as this stone is in your possession, you gain a bonus on all saving throws equal to your Charisma bonus. Additionally, so long as you possess the stone, you can cast any spell of 2nd level or lower you know without expending spell slots. This stone only functions for you.